TACTICS

Before Combat The witch casts false life on herself each day. In preparation for the arrival of the PCs, she uses her flight hex, drinks her potion of barkskin, uses her stone salve, and activates her boots of speed. She casts greater heroism, spectral hand, and see invisibility from her hand of glory. Ilivorr then casts grease directly in front of the clock portal and readies an action to release 3 charges from her ring of the ram at the doughtiest fighter. These effects are included in her stat block.

Evil Eye (Su): Cause a foe within 30 feet to take a –4 penalty on one of the following (Ilivorr's choice) for 9 rounds: AC, ability checks, attack rolls, saving throws, or skill checks. A DC 26 Will save reduces the duration to 1 round. This is a mind-affecting effect.

Death Curse (Su): Cause a creature within 30 feet to become fatigued on the first round and exhausted on the second round. On the third round, the creature must make a DC 26 Fortitude save or die. A DC 26 Will save on the first round negates the entire effect. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6+20 points of damage. Killing Ilivorr ends the hex, but any fatigue or exhaustion remains. A creature can only be affected once per day.

Misfortune (Su): Cause a creature within 30 feet to roll twice and take the worst result on any ability check, attack roll, saving throw, or skill check for 3 rounds (Will DC 26 negates). A creature can only be affected once per day.

Retribution (Su): Cause a creature within 60 feet to take damage when it attacks for 6 rounds (Will DC 26 negates). Whenever that creature deals damage in melee, it immediately takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction.

Slumber (Su): Cause a creature of any HD within 30 feet to fall asleep, as the sleep spell (Will DC 26 negates). The hex ends immediately if the creature takes damage. A creature can only be affected once per day.

Witch's Familiar (Ex) A witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Instead of a spellbook, the witch must commune with her familiar each day to prepare her spells. A witch's familiar otherwise functions like the wizard's arcane bond class feature.

Witch’s Familiar (Ex)

A witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Instead of a spellbook, the witch must commune with her familiar each day to prepare her spells. A witch's familiar otherwise functions like the wizard’s arcane bond class feature.